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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 632712 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #915 on: September 30, 2012, 06:06:58 am »

Oh god, we killed all the cyclopes!
Genocide of cyclopes was ruthless but necessary!

May history forgive us!

(Serious game edit: Actually, even though mythical creatures are gone, I would like civilizations in the game to generate their own myths and legends about such creatures! I think that would be rather neat.)
« Last Edit: September 30, 2012, 08:55:14 am by Ultima Ratio Regum »
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Man of Paper

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #916 on: October 01, 2012, 11:23:54 am »

That'd be neat for adding even more flavor. Kind of like how we have leprechaun, dragon, and chupathingy tales.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #917 on: October 01, 2012, 06:14:38 pm »

That'd be neat for adding even more flavor. Kind of like how we have leprechaun, dragon, and chupathingy tales.

I hadn't even thought about including the chupathingy in the database!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #918 on: October 01, 2012, 07:35:02 pm »

Many, many months after the original and now hugely out-of-date entry with a similar name, the new character creation:

http://www.ultimaratioregum.co.uk/game/2012/10/02/character-creation-2/
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Edmus

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #919 on: October 01, 2012, 08:13:16 pm »

Many, many months after the original and now hugely out-of-date entry with a similar name, the new character creation:

http://www.ultimaratioregum.co.uk/game/2012/10/02/character-creation-2/
Looks good, but it got me wondering how you are going to handle languages, specifically learning them. I might have missed the post that mentioned it in the past.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #920 on: October 02, 2012, 05:10:15 am »

Many, many months after the original and now hugely out-of-date entry with a similar name, the new character creation:

http://www.ultimaratioregum.co.uk/game/2012/10/02/character-creation-2/
Looks good, but it got me wondering how you are going to handle languages, specifically learning them. I might have missed the post that mentioned it in the past.

There are three models in my mind at the moment - one is the 'Fractional' model, one is the 'Output' model, and one is the 'Mystery' model. I'm not yet sure which I'll be using, or some other - a future blog entry will explain what each of those are! Basically, I'm not yet sure, it's a future game mechanic I need to figure out the mechanics for.
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Man of Paper

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #921 on: October 04, 2012, 11:03:56 am »

Would it be possible to have the General give something like a combat and/or morale boost to nearby soldiers? That is, if the PC won't already be buffing the men around him/her already.
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #922 on: October 05, 2012, 09:41:07 am »

Would it be possible to have the General give something like a combat and/or morale boost to nearby soldiers? That is, if the PC won't already be buffing the men around him/her already.
Well, that should be in the Leadership skill tree I think. Even assassins sometimes lead very small groups.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #923 on: October 05, 2012, 02:50:04 pm »

Would it be possible to have the General give something like a combat and/or morale boost to nearby soldiers? That is, if the PC won't already be buffing the men around him/her already.
Well, that should be in the Leadership skill tree I think. Even assassins sometimes lead very small groups.

I've actually made a radius morale-boost one of the things on the Leadership tree which you can upgrade. It's a good ability, and I think it's sensible to let you upgrade it - importantly, I think I've just hit on the General's unique ability. Will be in the blog entry either next week or the week after!

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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #924 on: October 08, 2012, 05:39:56 pm »

The final (I give my word) setting alteration; more skill trees; and a plan for the future.

http://www.ultimaratioregum.co.uk/game/2012/10/08/game-settings-and-reflexivity/
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Mephansteras

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #925 on: October 09, 2012, 11:50:31 am »

Useful info on morale for groups: When a unit starts backing up without being ordered to, it's a sure sign that they are doing poorly and probably about to get trounced.

I do a lot of SCA recreation combat, and it's interesting how much of an effect morale has even when you aren't actually in danger of getting seriously hurt. I often find myself yelling at people not to back up, because a unit that is backing up (without being ordered to) is a unit that is dying. There ends up being a momentum effect where the retreating unit is off-balance, so the other group pushes harder and is more effective, making the survivors back up more, and it all goes downhill from there unless someone does something to change it.

It's one of the reasons having a reserve or flanking unit can be so powerful. Having another unit at your back or seeing an ally charge in from the side does wonders for your morale.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #926 on: October 09, 2012, 07:05:05 pm »

Useful info on morale for groups: When a unit starts backing up without being ordered to, it's a sure sign that they are doing poorly and probably about to get trounced.

I do a lot of SCA recreation combat, and it's interesting how much of an effect morale has even when you aren't actually in danger of getting seriously hurt. I often find myself yelling at people not to back up, because a unit that is backing up (without being ordered to) is a unit that is dying. There ends up being a momentum effect where the retreating unit is off-balance, so the other group pushes harder and is more effective, making the survivors back up more, and it all goes downhill from there unless someone does something to change it.

It's one of the reasons having a reserve or flanking unit can be so powerful. Having another unit at your back or seeing an ally charge in from the side does wonders for your morale.

That is *really* interesting. So Group A sees Group B retreating, pushes forward more, so Group A feels they can back off more, so group B continues to push, and the line disintegrates? Fascinating - and I see what you mean about flanking. The exact morale system I'd like to be very complex, but also very transparent - if something like you described happens, I want the player to be alerted to the fact Group A is retreating for the reasons they are. I don't think that's something I want to keep under the hood - the player needs to know immediately where the problem stems from.
« Last Edit: October 09, 2012, 07:07:13 pm by Ultima Ratio Regum »
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #927 on: October 09, 2012, 11:34:23 pm »

Speaking of morale...
Will I be able to kill units that are on the verge of breaking? Commissar style?
Also, will you be able to talk to your units on the field, something like,
"Charge men! To glory!"
"That's suicidal, retreat!"
"Get back here you cowards!"

Will you be able to have specific messagers who carry messages(O RLY?) to your officers, and reports back to you about the situation on the field?
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #928 on: October 10, 2012, 09:27:16 am »

I really want to shout at my soldiers on the battlefield :D

I don't know if you guys play Football Manager but I'm sure you heard of it. You can talk to your team in the dressing room and you have to be careful about what you are going to say. For example, you are going to play against a very strong team. You can tell players to relax and you can even win the match but if you say you expect a win they'll become stressed. Or let's say you are playing against a weaker team and winning. In the half time, if you warn them not to be complacent they'll keep their focus on but if you just tell them to relax and enjoy the rest of the match they might get too relaxed.

I always enjoy these kinds of stuff and I think things like giving a rallying speech before the big battle would be a badass feature. Even if it doesn't do anything it will add some RP value.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #929 on: October 10, 2012, 05:58:21 pm »

Speaking of morale...
Will I be able to kill units that are on the verge of breaking? Commissar style?
Also, will you be able to talk to your units on the field, something like,
"Charge men! To glory!"
"That's suicidal, retreat!"
"Get back here you cowards!"

Will you be able to have specific messagers who carry messages(O RLY?) to your officers, and reports back to you about the situation on the field?

I think that will definitely be an option, but I'm not sure a) what effects it will have, and b) whether it will be 'regulated', as in only some civilizations have the option to do so formally. Or possibly not. I'm not sure how speeches and battlecries and things will work, but I do think it would be really neat if I could get something vaguely like the mass effect speeches, except obviously generated, and with different options giving different effects. Yes, messengers have been an idea for a while, actually, especially in the larger battles...

I really want to shout at my soldiers on the battlefield :D

I don't know if you guys play Football Manager but I'm sure you heard of it. You can talk to your team in the dressing room and you have to be careful about what you are going to say. For example, you are going to play against a very strong team. You can tell players to relax and you can even win the match but if you say you expect a win they'll become stressed. Or let's say you are playing against a weaker team and winning. In the half time, if you warn them not to be complacent they'll keep their focus on but if you just tell them to relax and enjoy the rest of the match they might get too relaxed.

I always enjoy these kinds of stuff and I think things like giving a rallying speech before the big battle would be a badass feature. Even if it doesn't do anything it will add some RP value.

My thoughts exactly - I'm not sure what gameplay effect it would have, but I'd definitely like to add it!
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